The current behavior is near perfect for me setup, as it basically means it switches to borderless fullscreen when alt tabbing and I absolutely need borderless fullscreen. So please don't remove borderless fullscreen, just make it a proper option.
ColaColin
Core i5 3550, Radeon HD 7850 2GB, 16GB Ram Win 7 x64
I like the idea
[quote who="tatsujb" reply="8" id="3566669"] cola there is no case scenario in PvP play where it gets beyond the 20-50 bomber stage. literally never. [/quote] Sure there is if you have players who feel hour long turteling is fun. PvP does not need to mean "play to win asap". I might play like that and you might play like that but let's respect that others play PvP to just have a good time crashing robots together. [quote who="tatsujb" reply="8" id="
[quote who="ledarsi" reply="2" id="3566619"] I think it is very important not to have silly upgrades that just add +% to damage or HP. Those things make it impossible to assess the enemy's actual effective strength. [/quote] Very important and good point. I also think there should be multiple research buildings. One per research area. So you can scout your opponent, see the made a drone research center and react to that. As it is now you can only sc
[quote who="Kollok" reply="13" id="3566592"] So how are we to reconcile the fact that and equal number of people want bigger maps while some want faster units? [/quote] Why not both? There are tiny maps and large maps in other games as well. You can have a quick 1vs1 on a 5x5 map in SupCom or you can play a 10 hour game on a 81x81 map. Both are possible and both have people who like it. [quote who="Kollok" reply="13" id="3566592"]Instead, I'd rathe
[quote who="bitmap_z" reply="6" id="3566565"] Quoting tatsujb, reply 4 Quoting , quoting post It might be nice to have a sugges
[quote who="Kollok" reply="8" id="3566504"]unlike nearly every RTS does not need to drop to icons from a performance standpoint. [/quote] That point again. That was already said in that AMD presentation "You zoom out and units do not become icons, that is so awesome!" and quite frankly I think that is an argument that could come right out of the mind of some PR-driven person that does not actually care about play-ability. It might sell the game to unprepared people who do not
[quote who="MindlessMe" reply="3" id="3566494"] They already have 2 tiers of engineers in the game, with the T2 being able to build the Advanced Factory. The foundation is there for all these feat [/quote] Wait really? I ever only noticed one type of engineer and it could always make the advanced factory.
[quote who="ledarsi" reply="3" id="3566395"] I do not think units should be sped up. [/quote] Consider the current maps are supposed to be small maps and there are supposed to be much larger maps. At the current game pacing it takes 20 minutes before you reach your opponent with a full army (yeah air units can be faster but dont pack a punch at all) on the current small maps. So if the units are not given a considerable speed up on larger maps you will
First MP impression: There was not much MP. After roughly 20 minutes of defeating creeps our ground units first started to fire at each other. Maybe 5 minutes later the game had ended because I happend to have one more victory points tower since quite a while. We played the biggest map. To summarize: - Units are waaaay too slow and take forever to reach your opponent. - Creeps slow you down even more - With victory points the game can easily end
Proxima had a yellowish day today. Happend directly after launching into the game.
The big question that that creates in my mind is: "where?" If you just say "give me 50 x and 25 y" where do you want them? You'll need to create at least some waypoints such that the AI then can place the units in the queue of appropiate factories. The same holds true for factory placement. "I want 2 factories". Where? At the frontline? At your base? If you have to mark the location you just as well could do an area build command, basically placing the factories by yoursel
I don't think it is wrong to think about what the UI can do for the player, but I think we need to be careful not to replace the player. If you have an extensive automation system you remove most of the actions that RTS players are used to, which might not be very popular. "I want an airbase there" is a nice abstract task, but how do you define the exact definition of "airbase"? Will the AI just make some standard template? A customized one that the player defined outside
the behavior of the UI appears to be written in native code though?
I don't personally like WASD for the camera, those are keys I would eventually like to use for building things. Also I have one real argument against right click camera movements: It actually conflicts with giving move commands fast. You need to be careful not to make them a small right click drag, which will be interpreted as a camera movement instead of a move command. So yeah I am all for middle mouse. But make it configurable, in PA it is not and people
[quote who="Frogboy" reply="4" id="3565825"] As it turns out, MP did make it into the first build. I hadn't thought they'd get that working this early but it's in. You should be able to get together and play right now. [/quote] ah finally that clears up the confusion completely :) Great work.
once this happened I could build stuff at infinite speed (insta finish) Soon after I crashed the game by trying to select hundreds of units.
First impressions after 4 games, all meant as constructive critic. I realize the UI is unfinished and that all of this is going to change, but here is my "feeling right now based on what I see": UI - The right click panning is just weird to my head. I am used to panning with middle mouse which does weird camera movements instead. Those btw once allowed me to view the map from below. Not quite sure how I managed to do that. - Making selection boxe
It runs fine for me, had one crash right after launching into a 2nd game, but apart from that nothing really major. It screws with my head how it uses right click to pan and middle mouse to change the camera angle. Also you can watch the map from below like that :D
I made a channel on esper.net, join #ashesofthesingularity via your favorite irc client or via this link: http://webchat.esper.net/?channels=ashesofthesingularity Hoping this will help to find people to play and talk about aos with.
took me an hour or two as well, but did complete by now.
Hey I have a few more than you have :/
Afaik: No, you checked that you agree to an NDA that disallows you to do that when you bought the founders edition.
[quote who="satoru1" reply="41" id="3565387"] Quoting Yarlen, reply 37 Quoting SchismNavigator, reply 17 Is "1920x1080"